Source is old, valve only update it with stuff they need. If you are going to compare UDK to source take it else where. This section is for Garry's Mod which is a Source mod. Clearly, we cannot use UDK maps in it.

Further more, UDK is not a brush based engine, you can use nothing but meshes. Source requires brushes to even play on it properly. In which case, you cannot export only a model to source, and play on it and expect it to look the same as it did in another engine.

Source is old, valve only update it with stuff they need. If you are going to compare UDK to source take it else where. This section is for Garry's Mod which is a Source mod. Clearly, we cannot use UDK maps in it.

Further more, UDK is not a brush based engine, you can use nothing but meshes. Source requires brushes to even play on it properly. In which case, you cannot export only a model to source, and play on it and expect it to look the same as it did in another engine.

Really? Because despite some spelling errors, I understood it fine, and I'm sure you did too. (Not everyone speaks/types perfect English you know.)

Anyway, post the compile log, it's probably not because your map is too big and unoptimized. It could be something simple that you need to fix, because there's no way you added THAT much that it would crash like that. As for hammer "freezing", it's not that it freezes, it is just working too much to respond (weird way to describe it). Basically, you shouldn't really click anything while compiling, because then it seems like Hammer has crashed when it hasn't. Alternatively, you could also download this tool for Hammer and install this as I hear it doesn't "crash" like the Hammer default compiler does. http://qsextreme.com/vbct/ Just to let you know though, I'm not 100% sure how it works or anything, so if you don't want to install it yet and ask someone else what to do with it, then, well, maybe you should.

Also, when you are simply play-testing your map, put "Run VIS" on "Fast" when you compile, as it really helps speed up the compile time. Don't forget, however, that for your final compile you need to turn it back to "Normal".